From the moment it was revealed in Sony’s September State of Play, Hunter’s Moon stood out from its AAA surroundings. The debut game from Twin Swans, a U.K.-based studio headed by writer-director Alicia Contestabile, Hunter’s Moon captured my attention with its 17th-century aesthetic, folk-horror focus, and story surrounding the witch hunts of early modern England.
I find that period an underexplored time: The explosion of Protestantism, the systematic destruction of “pagan” worship, and the general societal structure all lend themselves to compelling stories. In a time just before the true modern age, where magic and reality were blended, the 17th century is ripe for exploration.
Hunter’s Moon admirably tries its hand at this time period, telling its story from the eyes of one woman as she escapes from hunting hands. Set over one night, she must survive the men accusing her of witchcraft, without knowing who can be trusted (or even what is happening). It’s a compelling narrative thrust! Unfortunately, Hunter’s Moon makes a number of choices in its gameplay design that undercut what could have been a fascinating time.

Stalk Through the Brush
Upon loading into Hunter’s Moon, players are greeted with only one command: “You are searching for safety. You must not be seen.” You creep through the woods, overhearing conversations from both the village men pursuing you and the out-of-town witchhunter hired to find you. Occasionally you will come across a home with a fire-lit window, where you can eavesdrop on the conversations inside. Perhaps they are a young couple planning their escape from the overbearingness of society; perhaps they’re a pair of old widows yearning for their lost youth. Next to each window, there’s a door the player can knock on, and perhaps get help. It doesn’t come.
Then it’s back to slowly picking your way through the woods, until you find the next audio drama. Rinse and repeat, rinse and repeat. Rarely there will be a proper chase sequence, where thunderous noises and shouting add some urgency. There are small sections of creeping past searching eyes, but still only on set paths. The player can’t go off-road or even crouch in the bushes around them. You just have to hope the angles are right, as there are no actual hiding spots.
Occasionally there will be a voice from behind a window, sending you on a fetch quest. An NPC in wild garb asks for help with his wagon, for instance. But then, you’re back on your way. More winding through the trees. More shouting. More wandering down straight paths.
If this all sounds pretty boring, it is. While urgency is stressed at the beginning of Hunter’s Moon, rarely does that urgency manifest. With only a walk, crouch, and run button, your agency is limited, so you’ll mostly spend your time walking down paths with no danger. Oh sure, the world says there is danger around you, but for the most part, it never comes. Even a dramatic sequence early on, when the player is spotted by her hunters, can’t lead to a fail state. Just more running down repeated paths, this time with louder noises.

Sing the Songs of Olde
Where Hunter’s Moon shines is in its period-appropriate writing. Fully voiced characters sound genuine, speaking in old parlance that, while perhaps overbearing, is reflective of its time. The window-set scenes of Hunter’s Moon sound like real people talking, despite the archaic structure. The side narratives are also compelling, especially involving a girl being subjected to an exorcism for unclear reasons. There is a real sense of place in Hunter’s Moon, a village that feels straight out of living history.
However, even these powerful moments are undercut in their design. These dramas are long affairs, especially early on. I clocked myself listening at a window for a full five minutes before I turned away (and I didn’t even bother finishing the exchange). Each scene is played out via still images, occasionally shifting like a PowerPoint presentation. That is a long time to be staring at a barely moving still image of shadows on a yellow backdrop, no matter how compelling the narrative itself may be. This is especially deflating given that once the scene is over, you’re back to plodding through the woods down a set path.
Visually, Hunter’s Moon has some appeal. There is a handcrafted style to the designs, with environments and NPCs that almost feel stage-like. The world is a dollhouse, with characters moving about like a stop-motion movie. While the moment-to-moment “action” in the forest can look muddy and blurred, the painting-esque feel helps alleviate some of those issues. The presentation truly shines in the NPCs the player can find, which stand out from the simple shadows of the protagonist’s pursuers.

Final Thoughts
For all the good I found in Hunter’s Moon, I found myself frustrated at needing to do more. While the environment and narrative are strong points, there is no compulsion to move forward. For every fun character beat you overhear, there’s another 20 minutes of walking down a path with no end in sight.
Hunter’s Moon is designed to be replayed, with a good and bad ending you can earn depending on what you choose to do at certain moments. But I felt no urge to go back. Hunter’s Moon is a fascinating audio drama wrapped in uninspiring and poor gameplay. Unfortunately, that makes it not a good video game.
Score: 5.5/10
Hunter’s Moon, developed and published by Twin Swans Limited, released on October 25, 2026 (in North America) and October 26 (all other regions). It launched exclusively for PlayStation 5. MSRP: $19.99. Version reviewed: PS5.
Disclaimer: A review code was provided by the developer.
Gary is a jack-of-all-trades video game enthusiast based in Boston, MA. A semi-professional fighting game player, even less professional Apex Legends player, and even less professional adult, he spends most of his time poking at strange indie gems and reading about the need for more diverse voices in gaming criticism. He invites anyone to recommend anything he's missed in the gaming world via Twitter or BlueSky, where he can found under the username @grtnpwrfl. When he isn't spending his time playing games, Gary is an avid New England Patriots fan and frequent hiker.









